DESIGNING FOR MOBILE 
EARLY STAGE 
UX DESIGN PROCESS 
Raine Qian
HI, I AM RAINE QIAN 
Mobile UI and UX designer 
Manager of Product Design at Pivotal Labs 
@RaineQian
WHAT IS UX? 
User experience is how a person feels when interacting with 
a particular product, system or service. 
BEHAVIORS ATTITUDES EMOTIONS
UX is a Systerm
USABILITY 
Usability is how easy, efficient and enjoyable a 
human-made object is to use.
5 E of Usability 
• Ease of learning : Learnability and Memorability 
• Engagement 
• Efficiency 
• Effectiveness 
• Error Tolerance
THE DISCIPLINES OF 
USER EXPERIENCE DESIGN
PSYCHOLOGY: LOSS AVERSION 
The strong tendency in humans to avoid loss, over and above 
their desire to acquire gains.
OPTION 1 OPTION 2 
Save $300/year. 
Buy this widget! 
Stop losing $300/year. 
Buy this widget!
COGNITION: PERIPHERAL ATTENTION 
Peripheral vision has faster reaction for 
detecting motion in objects.
INVASIVE EFFECTIVE 
! 
!
UX DESIGN INCLUDES 
ALL KINDS OF 
DESIGN THINKING 
FOR AN END USER.
MOBILE
MOBILE VS. DESKTOP
MOBILE DESKTOP 
• Predictable environments 
• Predictable inputs 
• Large interface 
• For detailed tasks 
• Variable environments 
• Limited input system 
• Smaller interface 
• In multitasking scenarios
LEAN FORWARD & LEAN-BACK EXPERIENCES
LEAN FORWARD 
• Engaging 
• Requires increased 
interaction
LEAN BACK 
• Low level of engagement 
• Consumption mode 
• Longer attention span
LEAN BACK APPS LEAN FORWARD APPS
DESIGN PROCESS 
Identify the right problem for the right user 
UNDERSTAND CREATE
1. Inception 
2. Discovery 
3. Framing 
4. Visual & Interaction Design 
5. Implementation 
DESIGN PROCESS 
Feedback 
+ 
Iteration
IN THE EARLY STAGES 
Goals 
End Users 
Use Cases, Scenarios 
User Needs, Wants, Motivations 
Technical Feasibility 
Deep 
Understanding
GOALS 
• What is the Purpose of the App? 
• Client’s Goals User’s Goals 
• Stay Focused and Prioritize
LEAN VALIDATION 
WORKSHOP 
• Collaborative with key 
stakeholders 
• Product proposition 
• Feature prioritization
END USERS 
• End user behavior 
• Personas 
• Focus on target user group
ETHNOGRAPHIC RESEARCH 
• Observe target users in real 
world setting 
• Get insight into habits, 
preferences and behavior 
• Conduct your own practical 
research
USE CASES, SCENARIOS 
• Workflows 
• Social context 
• Environmental factors 
• Errors or edge cases
PROJECT EXAMPLE 
Universal Mobile Payment App
STORYBOARDING 
A method used to 
communicate ideas and 
create a sense of shared 
context and purpose.
USER EXPERIENCE MAP 
A visual representation that illustrates a user’s activity flow, 
mental status, expectations, and actions for a particular goal.
USER NEEDS, WANTS 
& MOTIVATIONS 
• Know the needs and 
unvoiced desires 
• User interviews 
• Dig below the surface
PROJECT EXAMPLE 
Designing An App For 
A Cruise Ship
ONSITE USER RESEARCH
RESULTS OF CUSTORMER PRIMARY NEEDS 
Assumed: 
Fun activities on the 
cruise ship 
Actual: 
Communicating with 
fellow travellers
TECHNICAL FEASIBILITY 
• Balance between design and 
engineering 
• Agile style and 
communication 
• Willingness to think about 
the future
ALWAYS REMEMBER WHO YOU ARE DESIGNING FOR 
AND WHY ARE YOU DESIGNING IT.
THANK YOU

Designing for Mobile – An Overview of Early Stage UX Processes

  • 1.
    DESIGNING FOR MOBILE EARLY STAGE UX DESIGN PROCESS Raine Qian
  • 2.
    HI, I AMRAINE QIAN Mobile UI and UX designer Manager of Product Design at Pivotal Labs @RaineQian
  • 3.
    WHAT IS UX? User experience is how a person feels when interacting with a particular product, system or service. BEHAVIORS ATTITUDES EMOTIONS
  • 4.
    UX is aSysterm
  • 5.
    USABILITY Usability ishow easy, efficient and enjoyable a human-made object is to use.
  • 6.
    5 E ofUsability • Ease of learning : Learnability and Memorability • Engagement • Efficiency • Effectiveness • Error Tolerance
  • 7.
    THE DISCIPLINES OF USER EXPERIENCE DESIGN
  • 8.
    PSYCHOLOGY: LOSS AVERSION The strong tendency in humans to avoid loss, over and above their desire to acquire gains.
  • 9.
    OPTION 1 OPTION2 Save $300/year. Buy this widget! Stop losing $300/year. Buy this widget!
  • 10.
    COGNITION: PERIPHERAL ATTENTION Peripheral vision has faster reaction for detecting motion in objects.
  • 11.
  • 12.
    UX DESIGN INCLUDES ALL KINDS OF DESIGN THINKING FOR AN END USER.
  • 13.
  • 14.
  • 15.
    MOBILE DESKTOP •Predictable environments • Predictable inputs • Large interface • For detailed tasks • Variable environments • Limited input system • Smaller interface • In multitasking scenarios
  • 16.
    LEAN FORWARD &LEAN-BACK EXPERIENCES
  • 17.
    LEAN FORWARD •Engaging • Requires increased interaction
  • 18.
    LEAN BACK •Low level of engagement • Consumption mode • Longer attention span
  • 19.
    LEAN BACK APPSLEAN FORWARD APPS
  • 20.
    DESIGN PROCESS Identifythe right problem for the right user UNDERSTAND CREATE
  • 21.
    1. Inception 2.Discovery 3. Framing 4. Visual & Interaction Design 5. Implementation DESIGN PROCESS Feedback + Iteration
  • 22.
    IN THE EARLYSTAGES Goals End Users Use Cases, Scenarios User Needs, Wants, Motivations Technical Feasibility Deep Understanding
  • 23.
    GOALS • Whatis the Purpose of the App? • Client’s Goals User’s Goals • Stay Focused and Prioritize
  • 24.
    LEAN VALIDATION WORKSHOP • Collaborative with key stakeholders • Product proposition • Feature prioritization
  • 25.
    END USERS •End user behavior • Personas • Focus on target user group
  • 26.
    ETHNOGRAPHIC RESEARCH •Observe target users in real world setting • Get insight into habits, preferences and behavior • Conduct your own practical research
  • 27.
    USE CASES, SCENARIOS • Workflows • Social context • Environmental factors • Errors or edge cases
  • 28.
    PROJECT EXAMPLE UniversalMobile Payment App
  • 29.
    STORYBOARDING A methodused to communicate ideas and create a sense of shared context and purpose.
  • 30.
    USER EXPERIENCE MAP A visual representation that illustrates a user’s activity flow, mental status, expectations, and actions for a particular goal.
  • 31.
    USER NEEDS, WANTS & MOTIVATIONS • Know the needs and unvoiced desires • User interviews • Dig below the surface
  • 32.
    PROJECT EXAMPLE DesigningAn App For A Cruise Ship
  • 33.
  • 34.
    RESULTS OF CUSTORMERPRIMARY NEEDS Assumed: Fun activities on the cruise ship Actual: Communicating with fellow travellers
  • 35.
    TECHNICAL FEASIBILITY •Balance between design and engineering • Agile style and communication • Willingness to think about the future
  • 36.
    ALWAYS REMEMBER WHOYOU ARE DESIGNING FOR AND WHY ARE YOU DESIGNING IT.
  • 37.